Malin(KOFXI): Unterschied zwischen den Versionen

 
(23 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 48: Zeile 48:
| 5D(f) || 11 || 2|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||Airborne F7-21.
| 5D(f) || 11 || 2|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||Airborne F7-21.
|-
|-
| 5E || 20 || 12|| KD|| <span style="color: red;">-19/-17</span>* ||*=point blank / max range.
| 5E || 20 || 12|| KD|| <span style="color: red;">-19/-17</span>* ||*=point blank / max range. Cannot be cancelled.
|-
|-
| GC || 6 || 4|| KD|| <span style="color: red;">-13</span> ||
| GC || 6 || 4|| KD|| <span style="color: red;">-13</span> ||
Zeile 96: Zeile 96:
| 236C|| 16 || 23|| <span style="color: red;">-14</span>*|| <span style="color: red;">-15</span>* ||SC. Airborne F14-38. *=point blank. F1-13 + 16-38 (the whole active time) in counterhit-state. Can be cancelled into j.X+AC, once. Juggle state on air hit: F1-10 full, F11-30 limited, F31-landing JA. On air CH: same but F11-landing limited.
| 236C|| 16 || 23|| <span style="color: red;">-14</span>*|| <span style="color: red;">-15</span>* ||SC. Airborne F14-38. *=point blank. F1-13 + 16-38 (the whole active time) in counterhit-state. Can be cancelled into j.X+AC, once. Juggle state on air hit: F1-10 full, F11-30 limited, F31-landing JA. On air CH: same but F11-landing limited.
|-
|-
| 623A || 7 || 16|| KD|| <span style="color: red;">-31</span> ||Airborne from F7. 17F landing recovery.
| 623A || 7 || 16|| KD|| <span style="color: red;">-31</span> ||Airborne from F7. 17F landing recovery. Juggle state: JA only. CH juggle state: F1-10 full, F11-30 limited, F31-landing JA.
|-
|-
| 623C || 9 || 1+16|| KD|| <span style="color: red;">-34</span> ||SC. Airborne from F9. 19F landing recovery.
| 623C || 9 || 1+16|| KD|| <span style="color: red;">-34</span> ||SC. Airborne from F9. 19F landing recovery. Juggle state: F1-10 full, F11-30 limited, F31-landing JA. On CH: same but F11-landing limited.
|-
|-
| 214A || 50 || 74||<span style="color: blue;">+18</span> || <span style="color: blue;">+17</span> ||negates projectiles from F44. Travels shorter than 214C.
| 214A || 50 || 74||<span style="color: blue;">+18</span> || <span style="color: blue;">+17</span> ||Negates projectiles from F44. Total duration 63F. Travels shorter than 214C.
|-
|-
| 214C || 56 || 68||<span style="color: blue;">+24</span> || <span style="color: blue;">+23</span> ||negates projectiles from F44. Travels further than 214A.
| 214C || 56 || 68||<span style="color: blue;">+24</span> || <span style="color: blue;">+23</span> ||Negates projectiles from F44. Total duration 63F. Travels further than 214A.
|-
|-
| 236B || 13 || 3|| KD|| <span style="color: red;">-11</span> ||Hit 1+2SC, Hit 1-3 QS.
| 236B || 13 || 3|| KD|| <span style="color: red;">-11</span> ||Hit 1+2SC, Hit 1-3 QS.
Zeile 108: Zeile 108:
| 236D || 24 || 3|| KD|| <span style="color: blue;">+5</span> ||Hit 1+2SC, Hit 1-3 QS. Negates projetiles from F22. Note: only works against Jazu's 623A (bug?). Does not combo from hard attacks.
| 236D || 24 || 3|| KD|| <span style="color: blue;">+5</span> ||Hit 1+2SC, Hit 1-3 QS. Negates projetiles from F22. Note: only works against Jazu's 623A (bug?). Does not combo from hard attacks.
|-
|-
| j.X+AC || 22 || 16|| /|| / ||F1-14 no counterhit state. F15-21 counterhit-state. 15F landing recovery. Can be cancelled into any other j.AC, once, while active. Reaching a certain height blocks the cancel. Juggle state on air hit (first and followup): F1-10 full, F11-30 limited, F31-landing JA. On air CH: same but F11-landing limited.
| j.X+AC || 22 || 16|| /|| / ||SC. F1-14 no counterhit state. F15-21 counterhit-state. 15F landing recovery. Can be cancelled into any other j.AC, once, while active. Reaching a certain height blocks the cancel. Juggle state on air hit (first and followup): F1-10 full, F11-30 limited, F31-landing JA. On air CH: same but F11-landing limited.
|-
|-
| 236236K || 4 || 4|| KD|| <span style="color: red;">-11</span> ||DC. First hit has SC & QS. Invulnerable F1-3.
| 236236K || 4 || 4|| KD|| <span style="color: red;">-11</span> ||DC. First hit has SC & QS. Invulnerable F1-3.
Zeile 207: Zeile 207:
| style="background-color:#F9F9F9;" |<span style="color: red;">-19</span>/<span style="color: red;">-17</span>*
| style="background-color:#F9F9F9;" |<span style="color: red;">-19</span>/<span style="color: red;">-17</span>*
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |*Old Japanese data lists this move as 21F startup. *2=point blank / max range.
| style="background-color:#F9F9F9;" |*Old Japanese data lists this move as 21F startup. *2=point blank / max range. Cannot be cancelled.
|-
|-
| style="background-color:#F9F9F9;" |'''GC'''
| style="background-color:#F9F9F9;" |'''GC'''
Zeile 408: Zeile 408:
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |F1-14 no counterhit state. F15-21 counterhit-state. 15F landing recovery. Can be cancelled into any other j.AC, once, while active. Reaching a certain height blocks the cancel.
| style="background-color:#F9F9F9;" |SC. F1-14 no counterhit state. F15-21 counterhit-state. 15F landing recovery. Can be cancelled into any other j.AC, once, while active. Reaching a certain height blocks the cancel.
|-
|-
| style="background-color:#F9F9F9;" |'''236236K'''
| style="background-color:#F9F9F9;" |'''236236K'''
Zeile 437: Zeile 437:


==Special Attributes & Bugs==
==Special Attributes & Bugs==
 
*Malin is the only character that cannot cancel her 5E.
*Malin can QS her LDM, but only if she dream-cancelled into it from 236236K.
*Malin can QS her LDM, but only if she dream-cancelled into it from 236236K.
*If Malin's LDM hits at the last possible moment as an OTG so that the Hammer does not count towards the combo counter, it is a combo anyway and damage scaling is reset (see combo section).''<br>
*If Malin's LDM hits at the last possible moment as an OTG so that the Hammer does not count towards the combo counter, it is a combo anyway and damage scaling is reset (see combo section).''<br>
Zeile 443: Zeile 443:
== Combos ==
== Combos ==
=== Basic Combos ===
=== Basic Combos ===
*'''(j.C>)2B>2A > various followups:''' the starter of choice from a low hit. Note that 5B only combos from heavy attacks.
*'''(j.C>)2B>2A > various followups:''' the starter of choice from a low hit. Note that 6B only combos from hard attacks and is not an option here.
**236A>3AC: the only combo without meter from low hit, then 3AC does not combo but makes the 236A safe. Note: there is a 1F-gap between 236A and 3AC that allows reversals.
**>236A> (delay) 3AC: the only combo without meter from low hit, then 3AC does not combo but makes the 236A safe. 3AC needs to be delayed if not in corner to connect. Note: at best (=in the corner) there is a 1F-gap between 236A and 3AC and Malin is at +5 advantage if the 3AC is blocked.
**236A SC j.236236C: ''[1 Stock, 1 Skill Gauge]'' good damage but costs a skill gauge.
**>236A SC j.236236C: ''[1 Stock, 1 Skill Gauge]'' good damage but costs a skill gauge.
**236236E: ''[2 Stocks]'' basic combo into LDM.
**>236236E: ''[2 Stocks]'' basic combo into LDM.


*'''(j.C>)5D>6B > various followups:''' 5D is used over 5C because it has more activation range.
*'''(j.C>)5D>6B > various followups:''' 5D is used over 5C because it has more activation range.
**236B(2 hits>QS): basic combo with soft knockdown and a good shift setup with high stun.
**>236B(2 hits>QS): basic combo with soft knockdown and a good shift setup with high stun.
**236C SC j.236263C: ''[1 Stock, 1 Skill Gauge]'' good damage but costs a skill gauge. 236C is used over 236A because it deals slightly more damage.
**>Corner 623C > QS: ''[1 Skill Gauge]'' a shift setup that is safe against saving shift, but since the juggle time after 623C isn't very long it needs specific followups (see team combos).
**236236E: ''[2 Stocks]'' basic combo into LDM.
**>236C SC j.236263C: ''[1 Stock, 1 Skill Gauge]'' good damage but costs a skill gauge. 236C is used over 236A because it deals slightly more damage.
**>236236E: ''[2 Stocks]'' basic combo into LDM.
**>corner 623C SC 236236K: ''[1 Stock, 1 Skill Gauge]'' fringe combo with low damage that avoids saving shift, can be useful if it kills.


*'''236236K (trade) > various followups:''' 236236K allows for long juggles and a trade is favourable for Malin since it can lead to big damage.
*'''236236K (trade) > various followups:''' 236236K allows for long juggles and a trade is favourable for Malin since it can lead to big damage.
**j.E: simple followup.
**>j.E: simple followup.
**236236E: ''[2 Stocks]'' high damage followup (no combo scaling since it is only 2 hits)
**>236236E: ''[2 Stocks]'' high damage followup (no combo scaling since it is only 2 hits)
**j.236236P, OTG 236236E: ''[3 Stocks]'' a potential descale setup depending on the timing. Costly but very high damage.
**>j.236236P, OTG 236236E: ''[3 Stocks]'' a potential descale setup depending on the timing. Costly but very high damage.


===Misc Combos ===
===Misc Combos ===
Zeile 462: Zeile 464:


==Team Combos==
==Team Combos==
===Gato  & Malin===
*Malin Corner 5D>6B>623C QS Gato, then...
**>j.D,\/, delay 236236B (>3x623E): ''[1-3 Stocks, 1-2 Skill Gauge]'' easy setup into Gato's juggle anywhere 236236B (plus LDM).
**>j.D whiff,\/,2C>236A(whiff),236236B(>3x623E): ''[1-3 Stocks, 1-2 Skill Gauge]'' 1 point less damage but the 236A whiff builds some extra meter.
===K' & Malin===
*Malin corner 5D>6B>623C QS K' j.D,\/, backdash, 2363214E: ''[2 Stocks, 1 Skill Gauge]'' standard LDM setup that blocks saving shift.
===Kensou & Malin===
===Kensou & Malin===
*Command Grab, 2A > kara cancel 421B > QS Malin, \/, hold up & any button (1F jump) during landing recovery, \/, 236236E descale: clip by [https://twitter.com/SenseiEnrique98/status/1574732649100234752 SenseiEnrique]
*Command Grab, 2A > kara cancel 421B > QS Malin, \/, hold up & any button (1F jump) during landing recovery, \/, 236236E descale: ''[2 Stocks, 1 Skill Gauge]'' clip by [https://twitter.com/SenseiEnrique98/status/1574732649100234752 SenseiEnrique]


===Kula & Malin===
===Kula & Malin===
*Anywhere, Kula combo into 214B-6D,214P QS Malin,\/, hyperhop,\/,236236E descale: needs perfect timing, from [https://youtu.be/CUcBF7H6PL4?t=385 U-Rasia]
*Anywhere, Kula combo into 214B-6D,214P QS Malin,\/, hyperhop,\/,236236E descale: ''[2 Stocks, 1 Skill Gauge]'' needs perfect timing, from [https://youtu.be/CUcBF7H6PL4?t=385 U-Rasia]
*Corner Kula 236A,214B-6B,214P QS Malin j.E whiff,\/,2B whiff 5A(c) whiff 236236E descale: from [https://youtu.be/8mJnCDun1kA?t=372 U-Rasia]
*Corner Kula 236A,214B-6B,214P QS Malin j.E whiff,\/,2B whiff 5A(c) whiff 236236E descale: ''[2 Stocks, 1 Skill Gauge]'' from [https://youtu.be/8mJnCDun1kA?t=372 U-Rasia]


===Kyo & Malin===
===Kyo & Malin===
*Corner combo into 236D-D (no delay), 236A>3214B QS other char*,\/,QS Malin,\/, 236236E descale: found by [https://twitter.com/zerio_youhei/status/1380089471513718784 TORI]. needs a 36F shift startup character, see [https://wiki.hardedge.org/index.php?title=The_King_of_Fighters_XI:_Advanced_System_Mechanics#Shift_Startup here].
*Corner combo into 236D-D (no delay), 236A>3214B QS other char*,\/,normal shift Malin,\/, 236236E descale: ''[2 Stocks, 1 Skill Gauge]'' found by [https://twitter.com/zerio_youhei/status/1380089471513718784 TORI]. needs a 36F shift startup character, see [https://wiki.hardedge.org/index.php?title=The_King_of_Fighters_XI:_Advanced_System_Mechanics#Shift_Startup here].
 
===Oswald & Malin===
*Corner Malin 5D>6B>623C QS Oswald j.E whiff,\/,3A...: ''[1 Skill Gauge]'' a juggle setup for Oswald.
*Corner Malin 236236K QS Oswald j.E whiff,\/, 1F-smalljump back j.A whiff,\/,3A>236B>236A>236B>236E(ACE): ''[1 Stock, 1 Skill Gauge]'' extremely hard (=almost not viable) setup that requires jump startup cancelling via j.A on the first frame.
 
===Ralf & Malin===
===Ralf & Malin===
*Ralf combo in 623P QS Malin,\/,2C whiff, 236A whiff, 236263E descale: from [https://youtu.be/lyYguz1gZv0?t=7492 g-stage arcade]
*Ralf combo in 623P QS Malin,\/,2C whiff, 236A whiff, 236263E descale: ''[2 Stocks, 1 Skill Gauge]'' from [https://youtu.be/lyYguz1gZv0?t=7492 g-stage arcade]
 
=== Shen & Malin===
=== Shen & Malin===
*Shen corner combo into 6B>6C QS Malin j.A whiff, land, 2A whiff, 236236E descale: found by Tortita
*Shen corner combo into 6B>6C QS Malin j.A whiff, land, 2A whiff, 236236E descale: ''[2 Stocks, 1 Skill Gauge]'' found by Tortita


===Terry & Malin===
===Terry & Malin===
*Terry combo into 41236B>66B>66B QS Malin,\/,5D(f) whiff, 236263E descale: setup by [https://twitter.com/rock_zack_ap1/status/1356235204042448900 Rock]
*Terry combo into 41236B>66B>66B QS Malin,\/,5D(f) whiff, 236263E descale: ''[2 Stocks, 1 Skill Gauge]'' setup by [https://twitter.com/rock_zack_ap1/status/1356235204042448900 Rock]


===Vanessa & Malin===
===Vanessa & Malin===
*Malin corner 5D>6B>623C QS Vanessa j.D,\/, then...
**214B-6C: ''[1 Skill Gauge]'' easy juggle anywhere ender that can also be followed up with yet another QS.
**236263E: ''[2 Stocks, 1 Skill Gauge]'' LDM setup that blocks saving shift.
*Vanessa 41236P, QS last hit j.X,\/, immediate hyper hop,\/, 236236E descale: very tight setup that works anywhere.
*Vanessa 41236P, QS last hit j.X,\/, immediate hyper hop,\/, 236236E descale: very tight setup that works anywhere.


==Okizeme==
==Okizeme, Mixups etc.==
===DOWN! Okizeme===
===DOWN! Okizeme===
*Corner 236B kill, 214A, superjump left/right mixup: from [https://youtu.be/Gb4jeJb9YGQ?t=1049 Toshiyan]
*Midscreen 236236B kill (first hit), run up 214C > hyperhop or superjump: meaty projectile on incoming, see [https://youtu.be/Gb4jeJb9YGQ?t=472 Toshiyan].
*Midscreen 236236B kill (first hit), run up 214C > hyperhop or superjump: meaty projectile on incoming, see [https://youtu.be/Gb4jeJb9YGQ?t=472 Toshiyan].
===Blockstrings===
*2B,2A>236A>j.3AC: +5 on guard. 1F gap in the corner. Only connects midscreen if j.3AC is delayed heavily, creating a big gap.
*2B,2A>236A>j.1AC: leaves Malin at -17 but has OK pushback. More dangerous in the corner, where 3AC should be used.
*Max range 2361: at best +4/+5 on guard/hit.
*Max range 236C: at best +7/+8 on guard/hit.


==Videos==
==Videos==
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